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[Let's Play] Fall from Heaven II - Chapter 7
Posts
Q: Why should I get combat upgrades to my spellcasters?
A: Because it also makes their spells stronger; e.g. if you cast Raise Skeleton with a Mage that has Combat I and Combat II, The Skeleton will have Empower I and Empower 2. If the Mage has Spell Extension I, the Skeleton will gain Mobility I.
Looks like you mages are getting Combat I and II!
Edit: Apparently Necromancy gives us the ability to build Barrows which spawn undead. But are those undead under our control? Looks like I'll have to experiment with it.
Body: +5% heal rate inside your borders
Chaos: +2% mutation chance (???)
Death: -1 Diplomacy with most civs (not cumulative, so I guess the rest of these are)
Earth: More likely to discover resources in mines
Enchantment: +1
Entropy: -2 to AI relations (not cumulative), -5% enemy heal rates in your borders
Law: -5% maintenance costs
Life: +1 health
Mind: +3% research
Spirit: +5% great person points
I like this LP Valkun, keep up the good work. This makes me want to see a Civ LP with multiple players.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
I'm guessing that mechanic is changed in the BtS version. All of the barbarian spawning map elements can be explored and some event happens. They're pretty neat.
Example: explored a dungeon found some lizards fighting dwarves, I could choose to side with either one. I sided with the dwarves and got two free axemen and four lizards popped out of the dungeon for them to fight.
Morkath, Zombiemambo, and Wembley. I'll start recruiting a lot more during the next update, hopefully. But having so many barbarian attacks kind of put us on the defensive and there was a lot of infrastructure we needed to catch up on.
It is amazing. And yay I win via spreading Fellowship of Leaves everywhere.
Bloodthrone Press
Timeline
Year 252: Rosier the Fallen takes control of the Circle of Ironskin at Cevedes. Denelcor Hep unveils his life's work, the Stigmata of the Unborn in Nimarail. Entropy flows from the Stigmata!
Year 253: The Armaggedon counter reaches 10. Scientists in the Amurite Kingdom have invented better ways to mold materials using Construction. The holy Temple of the Veil is finally wrought from the earth in Nimarail. Tebryn Arbandi converts to Runes. The Veil invades the minds of the people of Khazak!
Year 254: Sheelba converts to the Fellowship. Kandros Fir converts to the true religion, the Ashen Veil! We open our borders to our brothers in faith. A skeleton removes an unsightly Lizardman near Cevedes. A warrior learns Combat II and joins the Ashen Guard (Level 5), he is dubbed fmz65. Rosier the Fallen learns to Shock I his enemies!
Year 255: Ciriail grows to size 4. Arcadia Academy decides to open a new branch and sends out a Settling Party.
Year 257: A warrior defends Arcadia Academy from the rampaging hordes. Wibod the Willful dons the robe at Cevedes, Raise Skeleton and Haste are his specialties. Udenarat is restarted south west of Cevedes!
Year 258: Nimarail grows to size 8.
Year 259: The Ashen Veil creeps into Conrond Mor. Rosier the Fallen grows more ferocious in Combat II.
Year 260: The oral tradition ends in the libraries of the Amurite as scholars begin to make use of Writing. Tasunke converts to the Ashen Veil, muahahaha. The Amurites confer with their new brothers and give their thoughts on Philosophy while learning of Fishing and Cartography from their wild cousins. Zombiemambo has grown closer to the secrets of his dark arts, empowering his creations with Combat I. A warrior is cut down near Nimarail.
Year 261: Ciriail's population boom brings it to 5. Enlightened Bum the self taught sorceror leaves the streets of Cevedes with Raise Skeleton and Wither. A skeleton lays down its second life against a Lizardman. Morkath bops the Lizardman on the head with his staff.
Year 262: Amurite Scholars learn that every day is not a work day with the invention of Festivals.
Year 264: Ethene the White converts to the heathen religion, Fellowship of Leaves.
Year 265: James Deem the Destructive graduates Magna Cum Laude from Cevedes with degrees in Raising Skeletons and Wither.
Year 266: Udenarat grows to size 2. A warrior is trained at Ciriail. Nimarailians can now spend time at their new Archery Range, the holy city has attracted 9 population. Rosier the Fallen stumbles upon the secret of Combat III.
Year 267: The sleepy mountain town of Ciriail is now size 6.
Year 268: The Arcadian Academy begins another expansion project as they send Settlers westward. The Amurites fall victim to their lust for knowledge as they trade the secrets of Construction for the hobby of Horseback Riding to the Svartalfar.
Year 269: Alexis converts to the Fellowship.
Year 270: Cevedes starts the kingdom's first Carnival. Octopus Overlords has started in a far away land. A skeleton cleans up some orcs near the Arcadian Academy. Glorairine is founded in the foothills west of Cevedes. The Amurites construct a trade agreement: Construction for Trade to the Hippus.
Year 272: Ciriail mines out enough room for 7 population. Hannah the Irin molds the Form of Titan. A prophet leaves from Nimarail to teach in the countryside. Ciriails really put their backs into finishing the Market, suddenly there's more room in the city.
Year 273: Arcadia Academy opens their 9th wing. Ciriail has the grand opening of their new Market. The veil spreads to far flung Celo.
Year 274: A prophet settles down in Glorairine putting on puppet shows.
Year 275: Udenarat opens up a third district. Rosier the Fallen rides harder with Mobility I.
Hello, if you're reading this you're probably interested in taking a trip to the Amurite Kingdom, home of the Ashen Veil, the God Queen, and all the holy sites your friends never stop talking about.
No trip to the holy land is complete without stopping off at Cevedes, the capital and home of our beloved God Queen, she who speaks directly to the darkness. Here in the very center of the Kingdom, merchants, scholars, and tradesmen all come to ply their trade.
Take a stroll through the majestic woods that surround the city, or try some of the fresh picked ichorberries that grow in the nearby valley.
Even if you've visited recently, it is always worth a visit as the city is ever changing and always growing.
Of course, those looking for a more relaxed time during their sacred pilgrimage can take a stop at rustic Udenarat. Here, the mages take a break from their studies and research while enjoying the area's hot springs. For just a few gold pieces, you can be waited on hand and foot by skilled skeletal servants as you wile away your troubles with a long dip.
Dress and culture are whatever you are accustomed to back at home, the Amurites enjoy playing host to visitors and take a special delight at other's customs.
Most of the major cities have a branch of the Catacomb Libralus where visitors are always welcome to stay awhile and read from the many millions of books written and collected by the Kingdom. Scribes work tirelessly at the behest of their mage lords and their efforts are available for all.
The river Sticks acts as the main transportation route for the holy land, its long reach acting as a highway for nearly half the kingdoms of the known world.
Anglers come from around the world to cast their lines in the tranquil jet waters of the Sticks. Carp large enough to eat a man have been reportedly caught, which would provide an answer to the numerous unexplained disappearances that happen every year.
If you're feeling lost, a map of the Kingdom has been attached to the back of this guide for your convenience.
For those with the Gift, you'd likely enjoy a stop at the Arcadian Academy, the finest Mage Guild Academy in the nation. Here, Headmaster Zombie Mambo teaches classes on Necromancy. His finely wrought skeletons can be seen guarding every road and pass into the kingdom.
You can also visit the ancestral home of Effemsesicksfive, the greatest warrior the Iron Skins have ever known, and their current commander. Although, for the moment, he is spending time arguing for more funding at the Capital after his predecessor's disappearance.
On the 4th of Death, the Arcadian Academy hosts their annual Giant Battling Fruit Festival where mages embue simple produce with sentience, accelerate their growth, and have them battle it out for the town's amusement.
The third Kilmorph of every Fire is the grand championship of skeletal horse riding at Ciriail. The best riders from the world come to compete for gold and to possess the coveted Bone Cup.
Both the competition and steeds are stiff every year and huge crowds gather along the route between Ciriail and Cevedes.
Travellers are cautioned to avoid the southern pass into the kingdom as that land is the plaything of a powerful Red Dragon. Every year a bill is proposed in the Elder Council to exterminate the menace but funding never seems to come through. For now, head East around the lake through the Khazad territories.
If you're interested in doing a little shopping, take a stop at Glorairine one of the newest cities in the area. Merchants from all over have been setting up shop due to the low tax and liberal labor laws in the region.
If you're cutthroat enough, you may just be able to get a great bargain. Or you may get more than you bargained for.
But most importantly, don't forget to stop at Nimarail, likely to be the reason for your entire visit. If you're pregnant, it is considered good luck to get your unborn child Stigmata'd at the Church of the Veil in Nimarail. Goods and crafts are plentiful in the holy city as more and more mines open nearby every year, providing plenty of raw materials for all the luxuries you could ask for.
The Amurite Kingdom 275
--
The turns are getting longer and longer so the updates are covering less and less years. A lot of stuff did happen in this update though. Two civilizations switched to the Ashen Veil, a few changed to the Fellowship of Leaves, and quite a few joined the Runes of Kilmorph. The world is quickly being divided between evil and neutral.
That dragon seems to be out of our league for the moment. Rosier is our strongest unit and he doesn't even come close to besting that thing. Among its abilities is immunity to magic and the ability to breath fire (cast fireball). I'd like to keep our forces magic heavy and will likely not grab any military tech outside of maybe Firebows, our unique archer unit. Right now, I'm working on trying to get Sorcery so that we can finally upgrade our mages to the second tier. We have access to Summoning but Conjurers aren't nearly as interesting as the Sorcery line.
Although I only made a handful, Cevedes can pump out an Adept every 4 turns or so. I just wanted to switch it back to infrastructure so we can start work on the Library wonder. If we can hold out for our upgraded wizards, we should be able to invade one of our neighbors using nothing but mages and their spells.
Our Mages:
James Deem (2): Death and Entropy.
Wibod (2): Death and Body.
Morkath (5*): Body, Fire, Mind, Combat I, and Spell Extension. Morkath is our most experienced mage and could upgrade into an Archmage if we had the technology. He has enough experience to go to level 6 but I'm saving it for some new spells.
Wembley(3): Body, Death, Spell Extension.
Enlightened Bum (2*): Death, Entropy. Has enough experience for the next level.
Zombie Mambo (4): Death, Body, Combat I, Spell Extension. Since we can have one skeleton for every unit with Death magic, I'm specializing Zombiemambo to create very buffed skeletons. With our very primitive war technology, skeletons are the only thing keeping barbarians from ruining us.
I really liked the Ozymandias quote... I kept thinking of The Watchmen
3DSFF: 5026-4429-6577
Err...
You get the idea.
And remember, mages: Only you can start forest fires.
That's because you're probably playing the Beyond the Sword version which is more advanced than the Vanilla FfH2. It's almost enough to make me want to go get it. Almost.
I'm playing as the Khazad, started near the edge of the world next to two other guys. They went to war and once I discovered I was stuck at the edge of the world (surrounded by peaks with only a single tile leading out) I jumped in and declared war on the winner so both got wiped out.
Then I discovered it wasn't a way out at all and I'm stuck surrounded by impenetrable mountains (seriously there's a lot of mountains on FFH maps), so the only way out is a tiny opening to the coast. Then I founded the runes of kilmorph religion, which seemed fittingly dwarfish.
Now i'm sitting back, growing complacent in my impenetrable mountain abode teching up and slowly building an army of dwarves and a navy to transport them down the coast to wipe out one of the evil factions nearby.
3DSFF: 5026-4429-6577
Sign me up for mage duty if an unclaimed slot opens up.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
It's probably the best total conversion I've ever seen or played. The bugs are few and far between, and all of the lore is pretty top notch for the units and such. Plus it has quite a few more really fun features that Civ 4 doesn't (alignment, armageddon counter, fun world events, plus all the fun things being fantasy allows you to do like a magic system) that all work really well. I think I just enjoy it because the factions are a lot more diverse. It's much more Starcraft than Warcraft 1/2 in the races department; you really don't play the Calabim(vampires) anywhere near to what you play the Ljosalfar(hippy elves). The traits in vanilla civ 4 certainly make the factions unique, but nowhere to the extent that you get in Fall From Heaven.
Unnamed Skeletal Guard
Timeline:
Year 277: Glorairine becomes slightly larger at size 2. Unsatisfied with the way the natural world works, Amurite scholars figure out how to make Alterations. Wibod's daily runs pay off in added Mobility I.
Year 278: Nimarail expands to size 10. A warrior defends Arcadia Academy from a sneaky Lizardman. A warrior removes a goblin from deep in Amurite lands. The Amurite city of Ciriail finally begins to worship the Veil. Two warriors learn to run faster with Mobility I. Rosier the Fallen slew an orc that dared to get in his way.
Year 279: Ciriail sends out some Workers to improve the lands. Teriferin the Tenacious finishes his studies at Cevedes, Summon Skeleton and Haste are his fortes. A lizardman learns that Skeletons are harder to eat then they look.
Year 281: Rosier the Fallen rides down a goblin for fun.
Year 282: Nimarail opens a carnival. Glorairine grows to size 3. James Deem learns Spell Extension I after much rock throwing. A warrior shows an orc a thing or two about swinging an axe. Wembley learns to use his charismatic personality to Charm Person. Rosier the Fallen runs over a Goblin and doesn't even leave a note. Rosier the Fallen rechristened Obs the Banished.
Year 283: A skeleton is smashed to pieces by the keen sword of a Lizardman. A warrior learns Shock I. Obs the Banished rides harder with Mobility II.
Year 284: Udenarat sends a representative to the Elder Council. A noble skeleton removes the treacherous threat of a Lizardman from Amurite lands. Josiah, Zombiemambo's nemesis, graduates from Cevedes with Summon Skeleton and Spell Extension. Obs continues his campaign of rampage by running over another Goblin.
Year 285: Ciriail and Udenarat housing markets continue to rise at 6 and 4 respectively.
Year 286: A new kind of magician graduates from Nimarail, an 'archer'. Orc Schmork says Obs as he goes wherever he damn well pleases. A skeleton has no mercy on an orc that gets too close to Enlightened Bum.
Year 287: Glorairine expands to size 4.
Year 288: Core the Courageous becomes another graduate from Cevedes, promising to bring a quick death to his enemies with Haste and Raise Skeleton.
Year 289: A skeleton bravely gives it unlife against a Lizardman. A lizardman fails to penetrate Ciriail when a warrior asks for its ID.
Year 290: The mountain town of Ciriail is now size 7. A skeleton protects a Dye Farm from lizardman raiders.
Year 291: Arcadia Academy's ambitions are realized in another Settler. Cevedes opens its 12th expansion of city limits. More archers graduate from Nimarail's magic academy. Teriferin moves faster with Mobility I. A skeleton makes minced goblins for Ciriail.
Year 292: Josiah trains in Combat I.
Year 293: Glorairine expands for the fourth time to size 5. The Kingdom grows with the addition of Enaillellion to the North East. Obs the Banished grows stronger with Combat IV. A goblin shaped hole is left in the ground as he rides past.
Year 294: Walrus Pete the Wild walks out of the hallowed halls of Cevedes with Death and Entropy at his command. Obs politely asks that an orc warrior give up a hill, with his sword.
Year 295: Ciriail grows to size 8 and Udenarat 5. More archers graduate from Nimarail. Faeryl Viconia converts to the Veil! Bronze Working is aquired from Svartalfar for Knowledge of the Ether and Way of the Wicked. The Amurites help out their backwards neighbors the Khazad for Way of the Earthmother.
Year 296: A Thane of Kilmorph arrives to cold stares at Cevedes.
Year 297: A skeleton sends an Orc Warrior to hell. A Thane makes a statue in the form of the God Queen in Udenarat. The Amurites enter an Open Borders agreement with Faeryl Viconia so Obs can return home.
Year 298: Glorairine opens their Market. Maximus the Moist graduates from Cevedes with Death and Mind. Tasunke completed the Prophecy of Ragnarok.
Year 299: A Market opens for tourists in Udenarat. Glorairine expands to size 6. Archers continue to pour out of Nimarail. James Deem learns to pick up the pace with Haste.
Dear Journal, it has been another long day serving our perfect masters. Today, one of the mages at the university turned the earth underneath me into quicksand. Ha ha, how funny.
You would think with over two million warm bodies, they could find someone living to do their chores for them. And I thought I could retire when I was sixty. Today marked my one hundred and twentieth straight year of labor.
While I was patrolling the wall, one of those new archer circle of mages decided to use me for target practice. I was scared for my life, until I realized I don't have one and that the arrows seemed to pass right through me. I taunted him good after that.
Things certainly have changed though, when I was alive people weren't born with those strange marks on their forehead. These young'ens are always so feisty.
Saw some of those pointy eared elves come waltzing into the city today, nearly went out and decapitated them before the seargeant yanked off my skull and set me straight. Apparently they've taken to the veil and are our new friends.
At least they finally taught us how to work with metal, punching intruders never seemed to be all that effective. Especially since my arms only weight a few pounds without any flesh on them.
In any case, they seem more intelligent then the Khazad down south. Rumor has it they have trouble figuring out even basic technology.
Heard one in the bar the other day talking so proudly of bringing a copy of the Kilmorph Bible. It's not like half the world doesn't follow that wayward cult.
There have been rumblings lately, this time of peace is coming to an end. I can feel it in my bones. It'd be nice if they figured out a way to give us some flesh but I'm not holding my breath. Not that I could, it's only an expression. To war, to war, it's off to war we go. :whistle:
--
Current Military:
11 Adepts
11 Warriors
4 Archers
1 Rosier the Fallen
10 Skeletons
Sorcery is coming the very first turn of the next update. I'm not sure how much money it'll take to upgrade but we'll hopefully be getting our top mages some new, more powerful spells. Archers are slowly starting to replace our warriors, an improvement at least.
So, who do we invade?
The Grigori to the north are followers of Kilmorph, we may get unwanted attention from their religious buddies.
The Illians to the west are easy targets, they can't get a religion at all.
The Lanun are to the south west, more followers of Kilmorph.
The Sidar are to the south, yet more Kilmorph.
The Khazud are to our south east, probably the weakest of our neighbors but they're also very cordial with us. They might make good servants without going to war.
The vampires and Hippus are a ways north east.
Unfortunately, Rosier got stuck on the other side of the world and it's going to take a while and a few open border agreements to get it back.
Go after the Illians, anyone who names a town "Hobgobland" deserves to die.
If the bonuses for the religion aren't too massive yet, you might want to take out a Kilmorph guy. Avoiding the -1 for "You attacked my friend!" isn't going to make too big a difference in comparison to -9 for your heathen ways.
Illians and Grigori are agnostic, they can't adopt a religion.
Atleast they both have the agnostic trait. In the lore, the Illians' god of winter was killed to end the age of ice.
And Hobgobland should be burned to the ground in the most brutal fashion possible.
I think that makes the most amount of sense really.
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Actually, every worker is looked after by Haste capable adepts. Takes far less time to make improvements. I think we might have just gotten the tech to remove forests but I might get Lumber Mills instead.
Edit: Looks like we're going to war with the insidious Illians. Now I just need to figure out a strategy. Maybe ask for Open Borders to check out their forces while upgrading and manuevering our forces westward. Barbarians are still occassionally poking around so I still need to leave a token guard. Maybe just Adepts + Skeletons can make some headway if their cities are blasted down by Wizard magic.
I say go with the "scorched earth" strategy, except you scorch everything in front of you instead of behind you.
Isn't that basically setting fire to everything?
High Mage General Morkath
Timeline:
Year 302: Enaillellion grows to size 2. Kool Eagle graduates from Cevedes with Death and Entropy. Wembley the Wizard learns Scorch. Morkath the Wizard masters throwing Fireballs from his hands. Enlightened Bum shows off Defile and Contagion. Wibod picks up Charm Person.
Year 303: The Veil spreads to Avelorn and Enaillellion. Wembley the Wizard learns to sling Fireballs. Core tinkers around with the idea of Wither.
Year 304: Wembley makes some extra crispy orc, delicious. Zombie Mambo refines his necromancy with Combat II.
Year 305: Nimarail bloats to size 11. Arcadia Academy grows to encompass 10 wings and opens a Carnival in celebration. The Amurites seek new test subjects and annexes the lands of the Illians. Walrus Pete learns how to really insult someone with Scorch.
Year 306: Glorairine grows to size 7, Udenarat grows to size 6. Nimarail finishes its fire mana test lab dubbed the "Forge". A skeleton is picked apart by a Javelin Thrower. The Order has been founded in Sludgehome. Obs becomes a master of Combat V. Morkath and Wembley fling fireballs into Hobgobland while Enlightened Bum lets loose a Contagion.
Year 307: Ciriail expands to size 10. The Cave of Ancestors is dug out of Cevedes. Wembley launches a fireball into Hobgobland along with Morkath. Enlightened Bum attempts another spread of Contagion but it doesn't stick as well. Obs spends some time cutting up an orc. Morkath uses his Spell Staff to launch another fireball, a Javelin Thrower runs around immolated. Many adepts attempt to Wither the guardians of Hobgobland to no effect.
Year 308: Morkath and Wembley continue to besiege the city of Hobgobland with fire. Enlightened Bum's disease is entirely resisted. Two skeletal legions give their unlife to weaken the city of Hobgobland. A skeleton penetrates and bites a Javelin Thrower to death. Maximus pushes his way into the city of Hobgobland killing the remaining guards in the process. However, he is also stricken by Enlightened Bum's disease. Hobgobland has been taken over by the honorable Amurites.
Year 309: A library is finished in Ciriail bringing some learning to these simple mountain folk. Nimariail contributes more archers to the kingdom's defense. The Veil spreads to San'ta'ron. James Deem becomes a Wizard. Kool Eagle learns Scorch. Wibod dons the Wizard's staff. Maximus leaves the front lines to recuperate at home. Morkath leaves a wandering Javelin Thrower as nothing more than a scorch mark on the ground. Wembley sends a fireball into Garduk.
Year 310: Enaillellion grows to size 3. A warrior defends Arcadia Academy from an orc. The veil spreads to Galveholm. James Deem picks up the secrets of Scorch. Wibod learns to Scorch. Morkath lights up Garduk with a fireball. Enlighted Bum spreads his foul disease to Garduk. Garduk is shook up by Webley's fireball. A skeleton rushes uselessly against the walls of Gostai.
Year 311: A work detail leaves Arcadia Academy. Rami the Rambunctious Adept rushes from Cevedes to head to the front lines with Death, Body, and Spell Extension I. The Veil spreads to Pavu'nar. Zombie Mambo becomes the sixth Amurite Wizard. Enlightened Bum delights in his torture of Garduk with Contagion. Morkath rains down fire into the city of Garduk. Wembley's fireball makes the guard's feel uncomfortable warm in Garduk. A skeleton kicks the shin of a Garduk Javelin Thrower to death. A skeleton tackles a Garduk Javelin Thrower, it was super effective. A skeleton pile drives a Javelin Thrower in Garduk. A Javelin Thrower is ripped to pieces by the hungry Skeleton, but it's still hungry.
Year 312: Amelanchier builds the Gilden Silveric. Morkath's Fireball burns up the last Javelin Thrower guarding Garduk, capital of the Illian republic. A skeleton limps into Garduk and claims it in the name of the Amurite Kingdom. The Illians hastily move their government to Gnollistan. Zombie Mambo becomes a third rank necromancer with Combat III. Wembley launches a fireball at a passing Illian Hunter, but it didn't kill him. A Temple of the Veil is hurried with the bone and sweat of Ciriail's population.
Year 313: Nimarial trains yet another Archer. The Veil spreads to Kwythellar. Morkath's latest rain of fire leaves something to be desired in Gnollistan. Wembley attempts a makeshift fireworks display in Gnollistan but the guards end up hurt by accident.
Year 314: Glorairine grows to size 8. A warrior escorts a Goblin back outside our borders. James Deem extends his knowledge of Scorch to Fireball, which he promptly uses on Gnollistan. Teriferin picks up Scorch. Enlightened Bum spreads plague into Gnollistan. Morkath carelessly misplaces his fireball in Gnollistan. Wembley reduces a Javelin Thrower to a pile of ash in Gnollistan. A skeleton can't quite make it in Gnollistan.
Year 315: Vic graduates from Cevedes with Death, Body, and Fire, a winning combination. The resistance in Hobgobland dies down. A road between the Amurite Kingdom and former Illian Republic is completed. Reagents are exported from Hobgobland! Enlightened Bum continues to spread his epidemic in Gnollistan. Josiah continues to follow the road of Necromancy with Combat II. High Mage Morkath accidentally burns his Javelin Thrower pot pie. A hunter learns not to get in the way of Wembley's fireballs. A skeleton liberates the capital of Gnollistan, two workers decide to join us rather than die. Most consider it a good choice. Teriferin takes the title of 7th Wizard of Amurite. Josiah is the 8th adept to walk the path of Wizardry. The Illians leadership runs away to Gostai. A warrior learns Combat II. Core becomes an expert at Scorch. Core decides that being a Wizard is alright and becomes the 9th one. James Deem hurls fire over the mountain into Tangut.
Year 316: An archer becomes an alumni of Nimarail. Core the wizard selects Fireball as his next area of study. For his constant defense of Arcadia Academy, a warrior(level 5) is renamed Bremen. Teriferin the wizard learns to move so fast it creates balls of fire. Josiah the Necromancer refines his technique with Combat III. Morkath mercilessly torches Tangut. Wembley raises the heat with a fireball to Tangut. James Deem brings the disco funk with a fireball at Tangut. The ungrateful people of Hobgobland are given something to cry about by hurrying production on the Carnival.
Year 317: More workers come out of Arcadia Academy. Tired of paperwork, Core hands off administrating Hobgobland to Vic and has some fun throwing fireballs at Sliktor. Enlightened Bum infects the people of Tangut. Morkath disintegrates a Javelin Thrower at Tangut. Wembley tells the people of Tangut if they can't handle the heat they should stay out of the kitchen. A skeleton declares himself Mayor of Tangut after discarding the Javelin Thrower that stood guard. Maximus returns home to Cevedes and takes his Wizardy exam, he passes with a full 10 points.
Year 318: Enaillellion grows to size 4. Core and Teriferin take turns blasting Sliktor. Enlightened Bum's experience has given him Inspiration for a new spell. Enlightened Bum Inspires the people of Tangut as a test. Morkath takes a long firey shot at Gostai. Wembley brings down molten balls upon Gostai. James Deem blasts Gostai. A skeletal legion convinces a Javelin Thrower to take part in a breath holding contest near Gostai. Gostai joins the Amurite Kingdom after a skeleton 'negotiates' with the Javeling Thrower for the city. The Illians move their capital to rural Hooplak. Maximus amuses himself by learning how to make Fireballs.
Year 319: The people of Garduk have learned to lay back and accept it. Clams and Cows from Garduk find their way to plates across the Amurite kingdom. Ciriail gains another point of population putting it at 7. Enaillellion finishes a Market. Ah Pook graduates from Cevedes with Death, Body, and Fire, but it seems the war is all but over. Core and Teriferin burn the streets of Sliktor. A skeleton tries to pick a fight with an elephant, a bad idea. Morkath sends a Fireball to Hooplak as a gift. Wembley tries to outdo him by sending a Fireball of his own. James Deem sends them a fireball because he doesn't like them.
Year 320: Archers leave Nimarail to guard the newest lands of the kingdom. The Veil spreads to Jubilee. Core and Teriferin blacken the skies of Sliktor with smoke. A skeletal legion punches a Javelin Thrower until it stops moving. Sliktor is under new management as a skeleton removes the old Javelin Thrower executive. Morkath, Wembley, and James Deem tenderize Hooplak's guardians with some medium heat. A skeletal legion throws itself at Hooplak with no success. The second one didn't do much better. The third didn't even make it past the gate. Wembley uses his spellstaff to get a chance to throw some more fire. The Fireball instantly vaporizes the Javeling Thrower. The fourth skeleton gives its life trying to take Hooplak. A skeleton finally realizes the dream and takes over Hooplak while finishing off the last Javeling Thrower of Illian descent. The Illian Republic is now fully part of the Amurite Kingdom.
War starts not on the field but in the high courts of the kingdom. Before a single spell is cast or a sword unsheathed, fierce words are exchanged between courtiers vying for economic and political territory.
One must go into such an engagement fully prepared, ninety percent of all effort in a conflict occurs before day one.
That is why I donned the mantle of a high mage, hurrying my studies to master the spellcraft necessary for victory.
Even when one is a member of the most powerful civilization in existance, casualties should always be kept at a minimum.
With our highly advanced transportation infrastructure, it was a simple matter to move our legion of loyal bone elementals to the front lines. We didn't even bother making excuses, the Illians were merely terrified into inaction.
A preliminary scouting report showed that their military consisted entirely of city guards. Primitive throwing sticks that didn't even have the benefit of the wind foci that we use.
Even to the very day that we declared that all their lands were now under our control, the Illians seemed to hope that we would change our mind.
Luckily for us, skeletons are nothing if not loyal and disciplined. Gladly following orders that would be considered suicide amongst the living.
Although the vast majority of our bone legions were kept close to our front line, a few were ordered to siege the smaller cities to prevent our forces from getting flanked.
Long ranged war magic proved vital in softening up the stubborn remains of what the Illians called a military.
For future reference, trees burn when exposed to fireballs. This finding is highly intriguing.
Inertia must always be kept when fighting, never give the enemy a chance to recover.
The toughest source of resistance was logically kept in their capital.
Unfortunately for them, quantity is rarely as good as quality.
When at war, one must be wary of concentrating too heavily on the front. Life goes on, afterall.
Be patient with new subjects, they may find being violently usurped unsatisfying at first. But eventually, they all realize the light.
After taking their capital, it was a trivial process of moving from city to city to spread our banner.
Of course, with each new conquest, resources became thinner and thinner.
And more and more bureaucracy got tied up trying to manage the unruly citizens.
But no matter how many forces are devoted to watching over conquered lands, always maintain a force of expendable elementals.
Remain steadfast when at war, many will try to use it as an opportunity to take advantage of your weakened position.
As loyal as they are, never leave a town under the care of skeletons alone. Strangely, people don't feel safe being guarded by only the undead.
Most importantly, don't let war drag on. End it so quickly that the people barely even remember that you were gone.
World Map 320:
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To be honest, the Illians barely offered any resistance. They sent out one or two token units that were quickly dispatched. The city guards were merely a speedbump before our fire wielding mage hordes. Not a single mage was lost during the entire 20 year long war. I'm starting to think I should have gone at a higher difficulty.
Next update will deal with recovering after the war, because our economy has tanked due to the huge influx of new cities. On the plus side, the Illians had a lot of resources that we can take advantage of now.
Code of Laws
Also, BtS has some scenarios/campaigns and they're incredibly annoying. One I was trying you don't get to control when wars happen and you're always at war with someone. Wheeeee.
Ok, I declare victory in 128 turns. Shall I restart as a different civilization, higher difficulty, and following any conditions you guys want to see?